Anyone know what the new extremity deadZones setting is for? Any difference then before?
Try it and you will see it simple cuts off the end of each travel maximum. What the other new one, reactivity, does I can’t work out as yet. Didn’t see any difference when I fooled a round with it.
This setting is what gives you a sense of inertia, but i wouldn’t know what the real feeling is, RL pilots would help in understanding that.
I started with 50% extremity deadzone and about 20% reactivity. It much better now …
This looks very interesting for those of us that use force feedback.
The extremity deadzone reduces the max deflection of control input.
Reactivity I’m less certain on how it technically works but by reducing it, the controls feel more natural and less twitchy. I’ve always found FS2020 to be overly sensitive for given deflection so I tried reducing the reactivity to about 20%. I can move the stick with more confidence that a 1mm pitch movement isn’t going to send me rocketing to the troposphere or into the ground.
I do however still think the aerodynamic effectiveness of the control surfaces in FS2020 needs to be re-examined, in nearly all of the aircraft the forces are too large and cause moments that pitch or roll the aircraft aggressively with minimal deflection.
One final thing I have noticed in the sim is an apparent delay in the movement of the yoke or stick in game compared with the controller input. I.e if I apply full left aileron followed immediately by full right aileron the sim adds in a delay that causes an unnatural feeling. Most apparent in the 747.
No settings seem to affect this phenomenon.
And why? Can you explain it…? Because i have a FFB 2
Because FFB is as yet nowhere near as well modelled in MSFS as it is in FSX.
I assume you use XP force? Well, with that and increased options to bookend responses within the sim, you can experiment and get a more realistic amd immersive experience. FFB2 is still a good stick and it is a pity I gave mine away some ten years ago. Wish I still had it as a standby.
Sensitivities will give better feel, but as said by you they really need to look at aerodynamics side, aircraft at low speed are reacting as aggressive as on high speeds…when its supposed to be sluggish…also around 25kts on cessna with no significant headwind, i pulled back the yoke to observe the behaviour and it pitched up and went airborne INSTANTLY only to get stalled.
Still think that a useful future development for Asobo might be in the form of a graph plotting response against airspeed as was in FS Force. From there you could make your own curve.
Edit… And if you could do this, you could save a profile for each aircraft.
Got it. Seconded.
Having flown the C172 and DV20 irl, using the Honeycomb Alpha and TCA Airbus stick with the Thrustmaster TFRP pedals my settings are as followed:
Yoke:
- sensivity for pitch : -20 on both
- reactivity : 5%
Pedals:
- sensivity for z-axis (ruder) : -30 on both
- reactivity: 5%
Its still not perfect but it feels reasonable as in irl and not that twitchy.
Exactly, another example would be the A320. It can maintain level flight in ground effect (idle power) at 80Kts! Something very strange going on
Nice one. Sorted me out pretty well too.
Oh cool! I turned reactivity down to 65 on the rudder, 90 on the pitch and roll. A lot less twitchy now, especially on the rudder! Glad they added this.
I set the reactivity to 5% and it seems indeed that the effect of the inertia is more realistic and natrual, closer to real life. However i am interested to learn more about this setting, i still have my pitch at 40% as i have a joystick with a limited range and although the aircrafts are less twitchy the controll deflection still feels a bit agressive but im trying out new settings.
It is a really interesting addition, setting the reactivity low really makes the flying feel more smooth and enjoyable
Reactivity !!! What is that ??? A slightly more “technical” word for “Twitchiness” ?
I really don’t see how anyone can be expected to fly any aircraft “realistically” with all the wierd Fudge parameter added to their control input.
That aside, the one parameter that is really incorrectly modeled is the NEUTRAL
It should act on the OUTPUT, “after” all the other processing, and not on the input.
yes, at 1st thought, you are trying to compensate for a zero error on the Joystick, but if the joystick does have a zero input error, and you are also trying to modify its response, its the OUTPUT “after” that response, that needs to be offset, so that when the joystick is “centered”, the Output is at Zero, and the response is ALSO “symmetric” about that corrected offset response.
Forgetting about “Reactivity” which is a DYNAMIC parameter -
If you have Dead Zone, and you want to add Neutral (zero correction), It’s the OUTPUT you want to correct, symmetrical about that dead zone, not as it is at the moment, where the NEUTRAL is added to the Input.
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,
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This is how it should be, where the NEUTRAL offsets the whole OUTPUT, so when the Joystick is centered, it has BOTH the right corrected Output value, but also, its responses is centered about the Centered Joystick position.
EASY FIX… make the NEUTRAL add to the OUTPUT, not the INPUT.
Sorry, could you explain that in english for the rest of us that have not spent 100 hours studying joystick tech?
I believe the authors question as well as mine is about the new reactivity setting, not everything else. Also the images you are showing are from an outdated version with the linear curves
That’s easy !!! lol ( especially to a Newly certified CPL/IR/ME pilot )
It alters the speed (slows down) the output changes, when you quickly move the Joystick.
Try looking at the Sensitivity screen, and moving the Joystick,and watching the DOT.
The lower you set REACTIVITY, the “slower” the Output “reacts” to the Input.
You could consider it simulating “slow servos” on a Hydraulic controlled Control Surface, although in real life, those Big servos have a pretty quick response time.
Its totally non-realistic for a small GA plane with wire cables or rods controlling the Yoke to Control Surfaces. unless those cables a Bungee Cords !!
BTW FSX did a similar thing, and has a “slugger” – was also a Fudge for those that were too TWITCHIE when they" jerked" the Joystick about too violently…
I personally don’t think there is an issue in the flight dynamics itself
I have rudder pedals and a yoke that are not mapped to any axis in MSFS, the software that controls them sets exact values to the deflection amount of control surfaces through simconnect. This means that the only thing the sim handles is the attitude of the plane based on control surface deflections inside the physics model
And it is very much realistic!
It behaves exactly as you’d expect (large deflections required at slower speeds, small at higher speeds, everything in between), especially with the changed ground effect now.
So to me the physics model is perfectly fine, the issue is how peripherals work (usually very much unrealistic with centering springs and small amount of travel) and mapping that into the physics model
Hence we will see many further changes to the way curves work, but it’s not an issue in the underlying physics modelling
Fantastic - thanks for the great starting points